Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
My biggest concern with fitting these in to my own personal universe, however, is relative balance. Just one of those beasts is essentially an entire sector fleet in a single ship, not to mention subordinates. Do you have anything in between planned that would bridge the gap, or plans on ai using the ships? Right now, the most powerful non-cheatey ships I see in my game are from ROR, which, if I turned on the faction I could find "mk 3 Protector" variants the ai uses, but are unavailable to the player. They usually cap out around 6 million or so hull points alone, and so fit the in-between zone of XL ships, which usually hit up to 1.5 million hull points in VRO/mods I've seen. The size of the craft definitely justify 10 million hp though, that's for sure.
Another thing I noticed is that in blue or lighter sectors such as Heart of Acrimony, the jump-gates are going to be incredibly difficult to spot from afar. Not sure how to address that one, so I'm pretty torn on it too. I used to just cheat-menu the map+stations open, but after a recent vanilla playthrough, I've revamped my philosophy on modded games to give myself more of a sense of progression, and that kinda centers around opening up the map organically instead of all at once. I use XPan and X-Universe+ for added sectors, essentially doubling the size of the map it's self. Do you have alot of extra-ship mods in your VRO setup? Have you seen Ship Mod with the Titan? It's got an entire wharf/edock style bay in it, only thing missing is ship trader and ship modding compatibility.
I tested the Tyr standalone, great armament and well arranged, but the texture and engines do not fit into the game.
Is just my opinion.
To be honest, the Kyoto gave me more trouble than any other ship so far due to me not being able to come up with how I want it to be so its nice to see other people's takes on it. I didn't really envision it to be a carrier but if it is what will work, I can properly adjust the capacity to reflect that. Although I'm curious on what that "Terran Javelin" is, I'm not sure I know what that is.
Heh, I guess these ships are extremely powerful on their own; however I tried to make them have visible weaknesses (well, maybe except for the Kyoto since it is still mostly not as finished as the other ships) like the Valhalla not having any medium turrets to deal with drones and the Tyr only having medium turrets on the middle to dedicate its role mainly as an anti-capital ship. I am currently not sure if there are ships that I can port which would fill the gap between the "XXL" and the "XL" class properly unless I try to include X3 ships from mods (which I might do actually on a separate one as to not ruin this one). Also if you decide to look into the mod's files, you might spot some interesting stuff that I might plan to make the AI use in the future.
Regarding the jump gate mod, I've actually tried to make gates larger by x2.5 instead of making the collisions invisible which greatly improved their visibility, although it severely tanks performance for some reason. I will have to do more experiments to try and solve this problem but it is indeed the best solution for this one.
Yeah I got a lot of ship mods installed on my end. If you're talking about J.L.'s mod with the X3-looking ships (with the one that basically has an entire station dock especially), I'm afraid that I cannot replicate it right now. I'm still learning about trying to put station stuff on ships :).
Yeah there is only so much I can do with the original X3 models and textures heh. If only I were proficient with 3D modelling I'd be interested in remaking them with the X4 aesthetics.
I think I have to make it so that their entries are loaded in the encyclopedia by default on some XML file. I'll look into this when I got the time. Thanks!
Yo quick idea, what about making Kyoto an Auxilliary? That way other L/XL ships can, and will have reason to dock with it. All of the supergiants could use more drones too. I'm really picky about balancing my own games, so I generally don't want to see your ships get any more powerful, but I do think that 200 or so drone cap would be.. realistic? if that term even applies XD
Check out the construction community forum when you get a chance, "Terran Javelin is a station design that was submitted and is mostly just for looks, but appears to be functional. I was thinking about placing it somewhere in my active game.
The Kyoto is awesome, but sadly, the solution is not to increase ship storage cap beyond 400 or so. Trust me, I tried and tested with Ship Mod, the max number of ships you can fit in high attention near the player soft-caps near 350+ on my cpu. Not really much you can do beyond that in-sector, and out of sector is a non-issue either way, because you're always fighting against having too many assets on the active field when you get to those scales.
ROR's MK3 Protector variants of XL ships can act as a general guide to bridging the gap in terms of stats. Hull points around 3-6.5 million for that class, and 7million+ pretty much is the classification for your biggest ships, which I do believe are the largest ever released as a public mod, so ya know.. Do what you will with that info.
Can you just make some medium red/green/blue lights in a ring around it? Could avoid the collision issues while also solving visibility.
I pretty much got em all too, except for the blatant/obvious cheats. Yours will the be only exception to that as far as OP stuff, but mostly just for eye-candy parked in a remote sectors+Sol
I would have to play around more with waypoints as they're responsible for the stuff that aux ships can do (I think? since the waypoint placements seem to suggest it) but I will note that one down :)
The Eternal Dawn Protector MK3 actually has around 2x the hull of the Valhalla but it loses in a direct fight against it (though it beats the Kyoto). I plan to include custom X3 mod ARG ships in the near future and give both to the AI which could kind of balance everything out.
I think I could add lights but the ships will not fit if the collisions aren't hidden, although I have one idea that I will try later that may solve both problems at once.
Well the Valhalla was pretty much like that in X3 so it kinda fits heh
As for the docking bay thing, its not an "accelerator" but a waypoint system that they use. The Kyoto alleviates the need for this through the various launch tubes located on the sides which allows for rapid deployment (like the Colossus).
Personally, I think every ship that has a docking pad should have at least 1 ship storage space. Even if just 1 on a battleship with 16 pads (Though I personally would opt for 16 in that case). -The reason is simple, it allows ships to be moved in between pads (if they can't already) but also there's room for 1 ship on a docking pad that can open up in two and lower it's self down. We all seen it XD